Nottravis

Sci-fi Smutress
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Game Developer
Jun 3, 2017
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you know? I'm good at minigames...
The tricky thing with them I find is to not make them a waste of time.

So for example in Chapter One, when the MC goes outside there was a small wiring mini-game. Connect the wires in the right order sort of thing. Blah blah. It looked good and played smoothly...but it had no point y'know?

If you failed, well you just reloaded and tried again. Where was the fun?

Hopefully this one is different as, regardless, it's not about the successful completion in order to progress.
 

Goblin Baily: DILF

Conversation Conqueror
Sep 29, 2017
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15,654
So for example in Chapter One, when the MC goes outside there was a small wiring mini-game. Connect the wires in the right order sort of thing. Blah blah. It looked good and played smoothly...but it had no point y'know?

If you failed, well you just reloaded and tried again. Where was the fun?
ok... the day has come.... after 5 months I can finally say it.... you messed up a bit. that was a great idea.
 

Nottravis

Sci-fi Smutress
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Game Developer
Jun 3, 2017
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ok... the day has come.... after 5 months I can finally say it.... you messed up a bit. that was a great idea.
I dunno, I found it dull! :)

I had something on the same basis in chapter two too in the plant room, but I don't like it where I have to do X to progress. I'd much rather let the player be able to move on regardless (now if they want to reload and see what happens that's a different matter of course)
 

Nottravis

Sci-fi Smutress
Donor
Game Developer
Jun 3, 2017
5,132
27,281
It's obviously down to preference, but I just get frustrated if I'm enjoying a game and then hit a road block because I have to have the skillz to do a particular thing that the dev wants me to do (which may or may not be well designed).

I'd much rather have the ability to progress regardless of the outcome - that way no one is held up y'know.

So, if you win or lose playing Sarah ...it should still be fun and won't bring the game to a halt. But we'll see what the testers think once I've finished tweaking it a bit more.
 

jdoch

Member
Oct 16, 2017
157
275
Minigames can theoretically be a good Idea IF they enhance the Immersion of a game. Sadly most of the time they are just there to mask a lack of actual content.
And workflow-wise it's just a simple question: In the time it takes me to program the minigame, could I be doing something else (eg. create another scene) and would that be more worthwhile? If yes, then no minigame.
So in essence: Having a Minigame in a game should be the exception, not the rule.
 
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